Fix A Space Adventure Missions allowing player to walk before 1st animation and screw things up
------------------- ABOUT ----------------------
--
-- In this adventure hero gets the lost part with
-- the help of the green bananas hogs.
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Animate.lua")
HedgewarsScriptLoad("/Missions/Campaign/A_Space_Adventure/global_functions.lua")
----------------- VARIABLES --------------------
-- globals
local missionName = loc("Getting to the device")
local inBattle = false
local tookPartInBattle = false
local previousHog = -1
local checkPointReached = 1 -- 1 is normal spawn
local permitCaptainLimeDeath = false
-- dialogs
local dialog01 = {}
local dialog02 = {}
local dialog03 = {}
local dialog04 = {}
-- mission objectives
local goals = {
[dialog01] = {missionName, loc("Exploring the tunnel"), loc("Search for the device with the help of the other hedgehogs ").."|"..loc("Hog Solo has to reach the last crates"), 1, 4000},
[dialog02] = {missionName, loc("Exploring the tunnel"), loc("Explore the tunnel with the other hedgehogs and search for the device").."|"..loc("Hog Solo has to reach the last crates"), 1, 4000},
[dialog03] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack Captain Lime before he attacks back"), 1, 4000},
[dialog04] = {missionName, loc("Return to the Surface"), loc("Go to the surface!").."|"..loc("Attack the assassins before they attack back"), 1, 4000},
}
-- crates
local eagleCrate = {name = amDEagle, x = 1680, y = 1650}
local girderCrate = {name = amGirder, x = 1680, y = 1160}
local ropeCrate = {name = amRope, x = 1400, y = 1870}
local weaponCrate = { x = 1360, y = 1870}
-- hogs
local hero = {}
local green1 = {}
local green2 = {}
local green3 = {}
-- teams
local teamA = {}
local teamB = {}
local teamC = {}
-- hedgehogs values
hero.name = loc("Hog Solo")
hero.x = 1200
hero.y = 820
hero.dead = false
green1.name = loc("Captain Lime")
green1.x = 1050
green1.y = 820
green1.dead = false
green2.name = loc("Mister Pear")
green2.x = 1350
green2.y = 820
green3.name = loc("Lady Mango")
green3.x = 1450
green3.y = 820
local redHedgehogs = {
{ name = loc("Poisonous Apple") },
{ name = loc("Dark Strawberry") },
{ name = loc("Watermelon Heart") },
{ name = loc("Deadly Grape") }
}
teamA.name = loc("Hog Solo and GB")
teamA.color = tonumber("38D61C",16) -- green
teamB.name = loc("Captain Lime")
teamB.color = tonumber("38D61D",16) -- greenish
teamC.name = loc("Fruit Assassins")
teamC.color = tonumber("FF0000",16) -- red
function onGameInit()
GameFlags = gfDisableWind
Seed = 1
TurnTime = 20000
CaseFreq = 0
MinesNum = 0
MinesTime = 1
Explosives = 0
Delay = 3
SuddenDeathTurns = 200
Map = "fruit02_map"
Theme = "Fruit"
-- load checkpoints, problem getting the campaign variable
local health = 100
checkPointReached = initCheckpoint("fruit02")
if checkPointReached ~= 1 then
loadHogsPositions()
health = tonumber(GetCampaignVar("HeroHealth"))
end
-- Hog Solo and Green Bananas
AddTeam(teamA.name, teamA.color, "Bone", "Island", "HillBilly", "hedgehog")
hero.gear = AddHog(hero.name, 0, health, "war_desertgrenadier1")
AnimSetGearPosition(hero.gear, hero.x, hero.y)
HogTurnLeft(hero.gear, true)
green2.gear = AddHog(green2.name, 0, 100, "war_britmedic")
AnimSetGearPosition(green2.gear, green2.x, green2.y)
HogTurnLeft(green2.gear, true)
green3.gear = AddHog(green3.name, 0, 100, "hair_red")
AnimSetGearPosition(green3.gear, green3.x, green3.y)
HogTurnLeft(green3.gear, true)
-- Captain Lime
AddTeam(teamB.name, teamB.color, "Bone", "Island", "HillBilly", "congo-brazzaville")
green1.human = AddHog(green1.name, 0, 100, "war_desertofficer")
AnimSetGearPosition(green1.human, green1.x, green1.y)
green1.bot = AddHog(green1.name, 1, 100, "war_desertofficer")
AnimSetGearPosition(green1.bot, green1.x, green1.y)
green1.gear = green1.human
-- Fruit Assassins
local assasinsHats = { "NinjaFull", "NinjaStraight", "NinjaTriangle" }
AddTeam(teamC.name, teamC.color, "Bone", "Island", "HillBilly", "cm_scout")
for i=1,table.getn(redHedgehogs) do
redHedgehogs[i].gear = AddHog(redHedgehogs[i].name, 1, 100, assasinsHats[GetRandom(3)+1])
AnimSetGearPosition(redHedgehogs[i].gear, 2010 + 50*i, 630)
end
AnimInit(true)
AnimationSetup()
end
function onGameStart()
AnimWait(hero.gear, 3000)
FollowGear(hero.gear)
if GetCampaignVar("Fruit01JoinedBattle") and GetCampaignVar("Fruit01JoinedBattle") == "true" then
tookPartInBattle = true
end
AddEvent(onHeroDeath, {hero.gear}, heroDeath, {hero.gear}, 0)
AddEvent(onDeviceCrates, {hero.gear}, deviceCrates, {hero.gear}, 0)
-- Hog Solo and GB weapons
AddAmmo(hero.gear, amSwitch, 100)
-- Captain Lime weapons
AddAmmo(green1.bot, amBazooka, 6)
AddAmmo(green1.bot, amGrenade, 6)
AddAmmo(green1.bot, amDEagle, 2)
HideHog(green1.bot)
-- Assassins weapons
AddAmmo(redHedgehogs[1].gear, amBazooka, 6)
AddAmmo(redHedgehogs[1].gear, amGrenade, 6)
AddAmmo(redHedgehogs[1].bot, amDEagle, 6)
for i=1,table.getn(redHedgehogs) do
HideHog(redHedgehogs[i].gear)
end
-- explosives
-- I wanted to use FindPlace but doesn't accept height values...
local x1 = 950
local x2 = 1306
local y1 = 1210
local y2 = 1620
while true do
if y2<y1 then
break
end
if x2<x1 then
x2 = 1305
y2 = y2 - 50
end
if not TestRectForObstacle(x2+25, y2+25, x2-25, y2-25, true) then
AddGear(x2, y2, gtExplosives, 0, 0, 0, 0)
end
x2 = x2 - 25
end
AddGear(3128, 1680, gtExplosives, 0, 0, 0, 0)
--mines
AddGear(3135, 1680, gtMine, 0, 0, 0, 0)
AddGear(3145, 1680, gtMine, 0, 0, 0, 0)
AddGear(3155, 1680, gtMine, 0, 0, 0, 0)
AddGear(3165, 1680, gtMine, 0, 0, 0, 0)
AddGear(3175, 1680, gtMine, 0, 0, 0, 0)
AddGear(3115, 1680, gtMine, 0, 0, 0, 0)
AddGear(3105, 1680, gtMine, 0, 0, 0, 0)
AddGear(3095, 1680, gtMine, 0, 0, 0, 0)
AddGear(3085, 1680, gtMine, 0, 0, 0, 0)
AddGear(3075, 1680, gtMine, 0, 0, 0, 0)
if checkPointReached == 1 then
AddAmmo(hero.gear, amFirePunch, 3)
AddEvent(onCheckPoint1, {hero.gear}, checkPoint1, {hero.gear}, 0)
AddEvent(onCheckPoint2, {hero.gear}, checkPoint2, {hero.gear}, 0)
AddEvent(onCheckPoint3, {hero.gear}, checkPoint3, {hero.gear}, 0)
AddEvent(onCheckPoint4, {hero.gear}, checkPoint4, {hero.gear}, 0)
if tookPartInBattle then
AddAnim(dialog01)
else
AddAnim(dialog02)
end
elseif checkPointReached == 2 then
AddEvent(onCheckPoint2, {hero.gear}, checkPoint2, {hero.gear}, 0)
AddEvent(onCheckPoint3, {hero.gear}, checkPoint3, {hero.gear}, 0)
AddEvent(onCheckPoint4, {hero.gear}, checkPoint4, {hero.gear}, 0)
elseif checkPointReached == 3 then
AddEvent(onCheckPoint1, {hero.gear}, checkPoint1, {hero.gear}, 0)
AddEvent(onCheckPoint3, {hero.gear}, checkPoint3, {hero.gear}, 0)
AddEvent(onCheckPoint4, {hero.gear}, checkPoint4, {hero.gear}, 0)
elseif checkPointReached == 4 then
AddEvent(onCheckPoint4, {hero.gear}, checkPoint4, {hero.gear}, 0)
elseif checkPointReached == 5 then
-- EMPTY
end
if checkPointReached ~= 1 then
loadWeapons()
end
-- girders
if checkPointReached > 1 then
PlaceGirder(1580, 875, 4)
PlaceGirder(1800, 875, 4)
end
-- place crates
if checkPointReached < 2 then
SpawnAmmoCrate(girderCrate.x, girderCrate.y, girderCrate.name)
end
if checkPointReached < 5 then
SpawnAmmoCrate(eagleCrate.x, eagleCrate.y, eagleCrate.name)
end
SpawnAmmoCrate(ropeCrate.x, ropeCrate.y, ropeCrate.name)
if tookPartInBattle then
SpawnAmmoCrate(weaponCrate.x, weaponCrate.y, amWatermelon)
else
SpawnAmmoCrate(weaponCrate.x, weaponCrate.y, amSniperRifle)
end
SendHealthStatsOff()
end
function onNewTurn()
if not inBattle and CurrentHedgehog == green1.gear then
TurnTimeLeft = 0
elseif CurrentHedgehog == green2.gear or CurrentHedgehog == green3.gear then
TurnTimeLeft = 0
elseif inBattle then
if CurrentHedgehog == green1.gear and previousHog ~= hero.gear then
TurnTimeLeft = 0
return
end
for i=1,table.getn(redHedgehogs) do
if CurrentHedgehog == redHedgehogs[i].gear and previousHog ~= hero.gear then
TurnTimeLeft = 0
return
end
end
TurnTimeLeft = 20000
wind()
elseif not inBattle and CurrentHedgehog == hero.gear then
TurnTimeLeft = -1
wind()
else
TurnTimeLeft = 0
end
previousHog = CurrentHedgehog
end
function onGameTick()
AnimUnWait()
if ShowAnimation() == false then
return
end
ExecuteAfterAnimations()
CheckEvents()
end
function onGameTick20()
if not permitCaptainLimeDeath and not GetHealth(green1.gear) then
-- game ends with the according stat messages
heroDeath()
permitCaptainLimeDeath = true
end
if CurrentHedgehog and GetY(CurrentHedgehog) > 1350 then
SetWind(-40)
end
end
function onGearDelete(gear)
if gear == hero.gear then
hero.dead = true
elseif gear == green1.bot then
green1.dead = true
end
end
function onGearDamage(gear, damage)
if GetGearType(gear) == gtCase then
-- in this mode every crate is essential in order to complete the mission
-- destroying a crate ends the game
heroDeath()
end
end
function onAmmoStoreInit()
SetAmmo(amDEagle, 0, 0, 0, 6)
SetAmmo(amGirder, 0, 0, 0, 2)
SetAmmo(amRope, 0, 0, 0, 1)
SetAmmo(amSkip, 9, 0, 0, 1)
if tonumber(getBonus(2)) == 1 then
SetAmmo(amWatermelon, 0, 0, 0, 2)
SetAmmo(amSniperRifle, 0, 0, 0, 2)
else
SetAmmo(amWatermelon, 0, 0, 0, 1)
SetAmmo(amSniperRifle, 0, 0, 0, 1)
end
end
function onPrecise()
if GameTime > 3000 then
SetAnimSkip(true)
end
end
-------------- EVENTS ------------------
function onHeroDeath(gear)
if hero.dead then
return true
end
return false
end
function onDeviceCrates(gear)
if not hero.dead and GetY(hero.gear)>1850 and GetX(hero.gear)>1340 and GetX(hero.gear)<1640 then
return true
end
return false
end
function onSurface(gear)
if not hero.dead and GetY(hero.gear)<850 and StoppedGear(hero.gear) then
return true
end
return false
end
function onGaptainLimeDeath(gear)
if green1.dead then
return true
end
return false
end
function onRedTeamDeath(gear)
local redDead = true
for i=1,table.getn(redHedgehogs) do
if GetHealth(redHedgehogs[i].gear) then
redDead = false
break
end
end
return redDead
end
function onCheckPoint1(gear)
-- before barrel jump
if not hero.dead and GetX(hero.gear) > 2850 and GetX(hero.gear) < 2945
and GetY(hero.gear) > 808 and GetY(hero.gear) < 852 and not isHeroAtWrongPlace() then
return true
end
return false
end
function onCheckPoint2(gear)
-- before barrel jump
if ((GetHealth(green2.gear) and GetX(green2.gear) > 2850 and GetX(green2.gear) < 2945 and GetY(green2.gear) > 808 and GetY(green2.gear) < 852)
or (GetHealth(green3.gear) and GetX(green3.gear) > 2850 and GetX(green3.gear) < 2945 and GetY(green3.gear) > 808 and GetY(green3.gear) < 852))
and not isHeroAtWrongPlace() then
return true
end
return false
end
function onCheckPoint3(gear)
-- after barrel jump
if ((GetHealth(green2.gear) and GetY(green2.gear) > 1550 and GetX(green2.gear) < 3000 and StoppedGear(green2.gear))
or (GetHealth(green3.gear) and GetY(green3.gear) > 1550 and GetX(green3.gear) < 3000 and StoppedGear(green2.gear)))
and not isHeroAtWrongPlace() then
return true
end
return false
end
function onCheckPoint4(gear)
-- hero at crates
if not hero.dead and GetX(hero.gear) > 1288 and GetX(hero.gear) < 1420
and GetY(hero.gear) > 1840 and not isHeroAtWrongPlace() then
return true
end
return false
end
-------------- ACTIONS ------------------
ended = false
function heroDeath(gear)
if not ended then
SendStat(siGameResult, loc("Hog Solo lost, try again!"))
SendStat(siCustomAchievement, loc("To win the game, Hog Solo has to get the bottom crates and come back to the surface."))
SendStat(siCustomAchievement, loc("You can use the other 2 hogs to assist you."))
SendStat(siCustomAchievement, loc("Do not destroy the crates!"))
if tookPartInBattle then
SendStat(siCustomAchievement, loc("You'll have to eliminate the Strawberry Assassins at the end."))
else
SendStat(siCustomAchievement, loc("You'll have to eliminate Captain Lime at the end."))
SendStat(siCustomAchievement, loc("Don't eliminate Captain Lime before collecting the last crate!"))
end
SendStat(siPlayerKills,'0',teamA.name)
EndGame()
ended = true
end
end
function deviceCrates(gear)
TurnTimeLeft = 0
if not tookPartInBattle then
AddAnim(dialog03)
else
for i=1,table.getn(redHedgehogs) do
RestoreHog(redHedgehogs[i].gear)
end
AddAnim(dialog04)
end
-- needs to be set to true for both plots
permitCaptainLimeDeath = true
AddAmmo(hero.gear, amSwitch, 0)
AddEvent(onSurface, {hero.gear}, surface, {hero.gear}, 0)
end
function surface(gear)
previousHog = -1
if tookPartInBattle then
if GetHealth(green1.gear) then
HideHog(green1.gear)
end
AddEvent(onRedTeamDeath, {green1.gear}, redTeamDeath, {green1.gear}, 0)
else
DeleteGear(green1.human)
RestoreHog(green1.bot)
green1.gear = green1.bot
AddEvent(onGaptainLimeDeath, {green1.gear}, captainLimeDeath, {green1.gear}, 0)
end
if GetHealth(green2.gear) then
HideHog(green2.gear)
end
if GetHealth(green3.gear) then
HideHog(green3.gear)
end
inBattle = true
end
function captainLimeDeath(gear)
-- hero win in scenario of escape in 1st part
saveCompletedStatus(3)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, loc("You retrieved the lost part."))
SendStat(siCustomAchievement, loc("You defended yourself against Captain Lime."))
SendStat(siPlayerKills,'1',teamA.name)
SendStat(siPlayerKills,'0',teamB.name)
EndGame()
end
function redTeamDeath(gear)
-- hero win in battle scenario
saveCompletedStatus(3)
SendStat(siGameResult, loc("Congratulations, you won!"))
SendStat(siCustomAchievement, loc("You retrieved the lost part."))
SendStat(siCustomAchievement, loc("You defended yourself against the Strawberry Assassins."))
SendStat(siPlayerKills,'1',teamA.name)
SendStat(siPlayerKills,'0',teamC.name)
EndGame()
end
function checkPoint1(gear)
saveCheckPointLocal(2)
end
function checkPoint2(gear)
saveCheckPointLocal(3)
end
function checkPoint3(gear)
saveCheckPointLocal(4)
end
function checkPoint4(gear)
saveCheckPointLocal(5)
end
-------------- ANIMATIONS ------------------
function Skipanim(anim)
if goals[anim] ~= nil then
ShowMission(unpack(goals[anim]))
end
TurnTimeLeft = 0
end
function AnimationSetup()
-- DIALOG 01 - Start, Captain Lime helps Hog Solo because he took part in the battle
AddSkipFunction(dialog01, Skipanim, {dialog01})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog01, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits, Captain Lime helps Hog Solo"), 5000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("You fought bravely and you helped us win this battle!"), SAY_SAY, 5000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("So, as promised I have brought you where I think that the device you are looking for is hidden."), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("I know that your resources are low due to the battle but I'll send two of my best hogs to assist you."), SAY_SAY, 7000}})
table.insert(dialog01, {func = AnimSay, args = {green1.gear, loc("Good luck!"), SAY_SAY, 2000}})
table.insert(dialog01, {func = AnimWait, args = {hero.gear, 500}})
table.insert(dialog01, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG02 - Start, Hog Solo escaped from the previous battle
AddSkipFunction(dialog02, Skipanim, {dialog02})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 3000}})
table.insert(dialog02, {func = AnimCaption, args = {hero.gear, loc("Somewhere else on the planet of fruits Hog Solo gets closer to the device"), 5000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("You are the one who fled! So, you are alive."), SAY_SAY, 4000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("I'm still low on hogs. If you are not afraid I could use a set of extra hands."), SAY_SAY, 4000}})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 8000}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("I am sorry but I was looking for a device that may be hidden somewhere around here."), SAY_SAY, 4500}})
table.insert(dialog02, {func = AnimWait, args = {green1.gear, 12500}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("Many long forgotten things can be found in the same tunnels that we are about to explore!"), SAY_SAY, 7000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("If you help us you can keep the device if you find it but we'll keep everything else."), SAY_SAY, 7000}})
table.insert(dialog02, {func = AnimSay, args = {green1.gear, loc("What do you say? Are you in?"), SAY_SAY, 3000}})
table.insert(dialog02, {func = AnimWait, args = {hero.gear, 1800}})
table.insert(dialog02, {func = AnimSay, args = {hero.gear, loc("Okay then!"), SAY_SAY, 2000}})
table.insert(dialog02, {func = AnimSwitchHog, args = {hero.gear}})
-- DIALOG03 - At crates, hero learns that Captain Lime is bad
AddSkipFunction(dialog03, Skipanim, {dialog03})
table.insert(dialog03, {func = AnimWait, args = {hero.gear, 4000}})
table.insert(dialog03, {func = FollowGear, args = {hero.gear}})
table.insert(dialog03, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
table.insert(dialog03, {func = AnimWait, args = {green1.gear, 4000}})
table.insert(dialog03, {func = AnimSay, args = {green1.gear, loc("This Hog Solo is so naive! When he returns I'll shoot him and keep that device for myself!"), SAY_THINK, 4000}})
table.insert(dialog03, {func = goToThesurface, args = {hero.gear}})
-- DIALOG04 - At crates, hero learns about the Assassins ambush
AddSkipFunction(dialog04, Skipanim, {dialog04})
table.insert(dialog04, {func = AnimWait, args = {hero.gear, 4000}})
table.insert(dialog04, {func = FollowGear, args = {hero.gear}})
table.insert(dialog04, {func = AnimSay, args = {hero.gear, loc("Hooray! I've found it, now I have to get back to Captain Lime!"), SAY_SAY, 4000}})
table.insert(dialog04, {func = AnimWait, args = {redHedgehogs[1].gear, 4000}})
table.insert(dialog04, {func = AnimSay, args = {redHedgehogs[1].gear, loc("We have spotted the enemy! We'll attack when the enemies start gathering!"), SAY_THINK, 4000}})
table.insert(dialog04, {func = goToThesurface, args = {hero.gear}})
end
------------- OTHER FUNCTIONS ---------------
function goToThesurface()
TurnTimeLeft = 0
end
function wind()
SetWind(GetRandom(201)-100)
end
function saveHogsPositions()
local positions;
positions = GetX(hero.gear)..","..GetY(hero.gear)
if GetHealth(green2.gear) then
positions = positions..","..GetX(green2.gear)..","..GetY(green2.gear)
else
positions = positions..",1,1"
end
if GetHealth(green3.gear) then
positions = positions..","..GetX(green3.gear)..","..GetY(green3.gear)
else
positions = positions..",1,1"
end
SaveCampaignVar("HogsPosition", positions)
end
function loadHogsPositions()
local positions;
if GetCampaignVar("HogsPosition") then
positions = GetCampaignVar("HogsPosition")
else
return
end
positions = split(positions,",")
if positions[1] then
hero.x = positions[1]
hero.y = positions[2]
end
if positions[3] then
green2.x = tonumber(positions[3])
green2.y = tonumber(positions[4])
end
if positions[5] then
green3.x = tonumber(positions[5])
green3.y = tonumber(positions[6])
end
end
function saveWeapons()
-- firepunch - gilder - deagle - watermelon - sniper
SaveCampaignVar("HeroAmmo", GetAmmoCount(hero.gear, amFirePunch)..GetAmmoCount(hero.gear, amGirder)..
GetAmmoCount(hero.gear, amDEagle)..GetAmmoCount(hero.gear, amWatermelon)..GetAmmoCount(hero.gear, amSniperRifle))
end
function loadWeapons()
local ammo = GetCampaignVar("HeroAmmo")
AddAmmo(hero.gear, amFirePunch, tonumber(ammo:sub(1,1)))
AddAmmo(hero.gear, amGirder, tonumber(ammo:sub(2,2)))
AddAmmo(hero.gear, amDEagle, tonumber(ammo:sub(3,3)))
AddAmmo(hero.gear, amWatermelon, tonumber(ammo:sub(4,4)))
AddAmmo(hero.gear, amSniperRifle, tonumber(ammo:sub(5,5)))
end
function isHeroAtWrongPlace()
if GetX(hero.gear) > 1480 and GetX(hero.gear) < 1892 and GetY(hero.gear) > 1000 and GetY(hero.gear) < 1220 then
return true
end
return false
end
function saveCheckPointLocal(cpoint)
AnimCaption(hero.gear, loc("Checkpoint reached!"), 3000)
saveCheckpoint(cpoint)
SaveCampaignVar("HeroHealth", GetHealth(hero.gear))
saveHogsPositions()
saveWeapons()
end